Civilization
The New Frenco Empire
Leader
Chairman Joseph Hightower
Introduction
May you live long and prosper, Chairman Hightower of the New Frenco Empire. The strong, ingenuitive Frenkish people are yours to lead. Born out of nuclear fire, you commanded the American people forward unto greatness while so many others stewed in their own damnation. After crushing all obstacles in your wake, you founded one of the most powerful Empires the world had ever seen in less than twenty years. Being matched only by a lingering menace from the prewar times, your legacy continues to drive the heart and soul of the Frenkish people forward, making your Empire a safe haven for science, culture and strength.
Joseph Hightower, will your return signal a Golden Age the likes of which no one has ever experienced? Will you once again turn a frightened and weakened people into a respected hyperpower? Can you build a civilization that will stand the test of time?
Leader Traits
Enlightened, Imperialist
Unique Ability
Hegemony
-Science and culture penalty for puppet cities removed.
-Units and buildings can be purchased with gold in puppet cities.
-When "killing" an enemy great person, they will reappear near your Capital five turns later, under your control.*
*=Doesn't apply to unique Great People, such as Khans or Merchants of Venice. Instead, they will be demoted to a "normal" Great Person.
Favorite Social Policy Tree
Rationalism
Unique Trait
Technocracy
-Each tenet adopted in your preferred ideology generates +2 Science. Culture cost of adopting tenets is increased by 10%.
Unique Units
Black Cap
-Replaces Paratrooper. The Black Cap benefits from no terrain movement penalties, allowing it to quickly move through forests, jungles, hills and rivers. Also starts with "Drill I" promotion. Can enter combat on the same turn it paradrops. Suffers a combat strength penalty when fighting in open terrain. Can be promoted to Vanguard Marine, another Frenkish unique unit.
Vanguard Marine
-Replaces XCOM Squad. Like the unit it replaces, it is the strongest infantry unit class in the game and may paradrop from up to 40 tiles away. It can enter combat in the same turn it drops. Also benefits from a 20% combat strength bonus when fighting outside of your empire's borders.
Endgame Unit
Bombardment Shuttle
-Bomber Aircraft of the Future Era (Stealth Bombers may be promoted into Shuttles). May strike anywhere in the world, however, it requires one turn to reach it's target (it will "track" units targeted if they happen to move during the turn). May not be intercepted by anything but cities (assuming the enemy has Satellites researched. They are completely untouchable otherwise, aside from the city they are being based in being captured). Can be intercepted by a select few rival Unique and Endgame Units, however. Starts with "Siege I" promotion. Requires Nanotechnology.
Unique Building
Brothel
-Requires Amphitheater. +4 Happiness and Culture for the city. Allows one Artist specialist slot.
Unique Building Replacement
Youth Development Complex
-Replaces Public School. +1 Science and Culture for every 2 Citizens in the city. +5 Science. Allows one Scientist specialist slot.
Unique Tile Improvement
Tunnel Tram
-A unique infrastructure improvement that can be added to roads and railroads. The Tunnel Tram allows units to move to practically any tile on the map with the improvement in just a single turn. Also makes units traveling along the Tunnel Tram "invisible" to civilizations who have not researched Stealth. Units must start in cities to use, and must either leave through another city, fort or Citadel. Requires a whopping 3 Gold to maintain. Requires Computers.
There is a handy code below for if you want to fill it out this way, but any alternative will do. This is mostly for people who've played a Civ game (primarily IV or V), but if you think you know what you're doing, go ahead!
Wiki link: http://civilization.wikia.com/wiki/Civi ... Games_Wiki
- Code: Select all
[b][i]Civilization[/i][/b]
Your Civ's Name Here
[b][i]Leader[/i][/b]
Leader of your Civ's Name Here (REMEMBER TO PICK AN EXCEPTIONAL ONE FROM YOUR HISTORY, NOT JUST YOUR CURRENT ONE!)
[b][i]Introduction[/i][/b]
Your Leader/Civ's Introductory Speech Here (REMEMBER TO FINISH WITH "Can you build a civilization that will stand the test of time?")
[b][i]Leader Traits[/i][/b]
Your Two Leader Traits Here
[b][i]Favorite Social Policy Tree[/b][/i]
Your Leader's Favorite Social Policy Here
[b][i]Unique Ability[/i][/b]
Your Civ's Unique Ability Here (Keep in mind, it doesn't need to be an OP bonus; just reflective of what your nation is known for and how it will help you achieve victory!)
[b][i]Unique Trait[/i][/b]
Your Civ's Unique Trait Here (Remember; one small bonus, one small penalty)
[b][i]Unique Units[/i][/b]
Your Two (Three if you don't have an "Endgame" Unit) Unique Units And Brief Descriptions Here (Backstory Optional)
[b][i]Endgame Unit[/i][/b]
Your Endgame Unit Here (Not recommended if your civ's past is richer than it's present/future!)
[b][i]Unique Buildings[/i][/b]
Your Civ's Two Unique Buildings And Brief Descriptions Here (Can either replace existing buildings or become available once perquisites are met)
[b][i]Unique Tile Improvement[/i][/b]
Your Civ's Unique Tile Improvement and A Brief Description Here (Same as building. Can either replace an existing improvement or be added to the existing roster)




